I think I'm repeating, but these are the issues I see: AI does not expand effectively early. If I find a nearby AI in the early turns of the game, I can usually drop an outpost and pen them in. Rather than view this as a hostile act (I would), they simply sit there and stagnate. If left to their own devices, they often expand beyond their ability to support, and sometimes completely miss crucial resources. Last game I claimed a fertile land with a gold mine and an earth
Devon_v
I took them all because, well, for what purpose a beta if not to test? That said, the enchantments are largely too weak to be worth it, teleport is kinda broken, even at 16 mana, with the global pool since I can teleport to an enemy army and still unload on them, Terraforming is kinda pointless right now, and Combat seems like the best one to start with since you can grab Enchant Weapon and go to town on early mobs. That said, like all of the things that you can
[quote quoting="post"] I also don't think casters should have effectively unlimited mana in Combat. The Essence stat capped how much Mana a caster could wield, which was a nice limitation IMHO.[/quote] I agree very much with this. Honestly, from a design standpoint, I would start everything with how MoM did it, and design from there. Why reinvent the wheel when SimTex already worked a lot of this out decades ago. Casting Skill was the statistic that determined how much of
I don't think it's a brain issue so much as a perceptual one. For me, Elemental scrolls exactly as I expect it to (you "grab" the map and "pull"), but I simply must have a Y invert in first person games or I stumble around the game world like a drunken fool. I think it comes from playing so many flight sims early in life (Star Raiders I/II, Rescue on Fractalis, Skyfox/Starfox, Mercenary) that the whole "point the nose where you want to go" became my default hand-eye reaction.
Re: the rights to Master of Magic, that's actually where Elemental started. Stardock tried to purchase them, Atari wanted too much or there were strings attached, and they started making their own instead. Now, I will agree that the setting is to MoM as MoO3 is to MoO, which is to say "realistic" to the point of ruining the fun of the lighthearted nature of the original, but that ultimately doesn't bother me for two reasons. One, Stardock doesn't quit on their games, and at one point
Ah, I see. So the Master Archers faction trait is completely useless right now. I did notice the new restrictions on building parties and larger, and I really like it.
I'd like to see the bug fixed, but the "archers can't fight in close combat" aspect maintained. It's tactical, and it balances ranged weapons more against melee. Right now, why would I want melee weapons when I can "shoot" you point-blank and you don't get a counter-attack.
They are very wrong, and archery is very bugged in this version. You can't build archers of your own, and archer champions slaughter anything except enemies who are randomly immune to arrows for no reason.
I like the food cost. You still have to feed the workers manning your outpost, and when your troops stop off to heal, they've got to be eating something, right? Also, without a food cost, you could spam them as movement blockers to make massive land grabs.
[quote who="econundrum1" reply="4" id="2828342"] There is in fact only one construction crew, and they work as fast as they can. Those people who are queued up are not the builders, they are the people who will work at the building after it's complete, and they're just waiting for the construction crew to finish I think your splitting hairs the fact is the mechanic works fine makes reasonable sense without over complicating things you seem to be almost alone in your thinking for a r
You're misunderstanding the issue. There is in fact only one construction crew, and they work as fast as they can. Those people who are queued up are not the builders, they are the people who will work at the building after it's complete, and they're just waiting for the construction crew to finish. The reason they are removed from your resource pool immediately is so that you don't accidentally assign more people than you actually have to future tasks. A store doesn't
[quote who="StevenAus" reply="24" id="2827332"] Btw: is there a way to see what spell upkeep you are maintaining?[/quote] Yes, it's still on the caster's "Enchants" tab as it was in 1.09e. You can drop the spells by clicking on them. Now that they cost mana, you might actually want to do so. ;)
Curiously, Janusk never spawned in my game. Other than that and the can't build archers bug, it's been pretty damn stable, and the new balance is interesting.